GM Roycilo's D&D Tropes and Clichés Game

Game Master Roycilo

A mysterious vision leads a group of strangers on a quest fraught with danger, and filled with classic adventuring clichés.

Link to the Map of Althamar


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Silver Crusade

HP 48| AC: 14 | T: 14| FF: 10 | Fort: 14 | Ref 14 | Will 13| Init +8 Move 30, CMB 4 ,CMD 17

Wow, this adventuring stuff sure doesn't play out like it does in the books Daven muses

I suppose we could help with the cleanup and then get moving on


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny yawns, stretches and blinks. Then her eyes open wide and she bounces out of bed and scampers over to the window to lean out and look around.

Perception:1d20 + 7 ⇒ (4) + 7 = 11

Seeing that things have calmed down some brings a smile to her face. Throwing her shirt over her head/shoulders she scampers down stairs to first, to see how every one she met last night has gotten on.

Diplomacy:1d20 + 3 ⇒ (6) + 3 = 9

With a jaunty wave to Daven she then she skips out and looks to chat to the folks who are seeming to be dealing with things.

"Hey-YA there!" (^_^)

Silver Crusade

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

Meg uses her healing hex on the corpses. If they are living, they get better. If they are undead, the powerful positive energy damages and destroys them.

Meg heals anyone injured she finds. Healing hex 1d8+2 to each target

Meg also uses her healing hex to smoke out any 'hidden' zombies in the town. When Meg touches an undead person, rather than feeling an infusion of healing energy, they are damaged significantly.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Meg is awesome! (^_^)


The men tidying up thank Meg for her help, and explain that the majority of the zombies just simply stopped moving at dawn. They froze, and then all fell over in mass. Only a dozen or two still moved, and they were especially sluggish. The men were able to corral them with relative ease. The innkeeper and his wife give you breakfast for free, and thank you profusely for your assistance.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny frowns at this tale and, though she thanks and enjoys the morning meal, she is soon wandering about town asking peoples questions about the previous evenings events.

Diplomacy:1d20 + 3 ⇒ (19) + 3 = 22

Perception:1d20 + 7 ⇒ (16) + 7 = 23

Things like... how many people aren't accounted for. Are the shamblers/zombies 'fresh' or are they really old and stinky. What property has been damaged. What property might be missing.


Sunny's investigation turns up several interesting facts.

First of all, the zombies were older and decayed, as if risen from the grave. Strangely however, the local graveyard could not handle such a large number of zombies.

Very little damage was done to the town.

Eleven people were killed in total, though thankfully none of them were children. In fact, one boy reports that while he was hiding quietly, the zombies walked by him as if he was not there.

Lastly Sunny's investigation turns up one more interesting fact. Several people report that yesterday a colorful wagon train pulled up outside of town and stayed for several hours. They circled their wagons, stayed for a few hours, and then left shortly before dark. It did not seem important until now, but obviously it is an interesting coincidence now.

Silver Crusade

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

"Time to paint a colored wagon red."

Dark Archive

Male Human Summoner lv1

"If the people with the wagons were behind this, they can't be all bad, right?. Think about it. We could hear that child crying last night, right? Shouldn't that have drawn the shambles like moths to a torch?"

Silver Crusade

HP 48| AC: 14 | T: 14| FF: 10 | Fort: 14 | Ref 14 | Will 13| Init +8 Move 30, CMB 4 ,CMD 17
DM wrote:
Lastly Sunny's investigation turns up one more interesting fact. Several people report that yesterday a colorful wagon train pulled up outside of town and stayed for several hours. They circled their wagons, stayed for a few hours, and then left shortly before dark. It did not seem important until now, but obviously it is an interesting coincidence now.

Hmm...Seems the circus has come to town, I wonder if they are the same carnies we encountered back at home


Knowledge: Religion for whoever's got it!


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny's large, blue eyes grow even a little more wider.

"OOooo! Ye be thinkin' maybe them's also goin' our way? Jus' we was in a hurry an' maybe they is now kind'a followin' us?" She asks.

"Maybe we should be hurryin' along an' warnin' t'other towns ahead about them folks whut seems ta' be all nasty, like?' She suggests.


The group prepares to leave, with the discovery that the caravan they are pursuing may be leaving chaos in it's wake.

Silver Crusade

HP 48| AC: 14 | T: 14| FF: 10 | Fort: 14 | Ref 14 | Will 13| Init +8 Move 30, CMB 4 ,CMD 17

Heading off to the next town, how close are we to the capital?


You all are about three days out, with a town at the end of each day's travel.


Just going to move things along then.

The party sets out, and fairs well on their travels to the next city. Along the way, they see no other signs of the chaos that was evidenced behind them. The weather is fine, and they make good time. You all realize that you are traveling at a faster rate than the carnival wagons ahead of you, but you haven't quite caught up yet.


Can I get a roll call? Everyone still here?


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Waves* (^_^)

Silver Crusade

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

yes@

Silver Crusade

HP 48| AC: 14 | T: 14| FF: 10 | Fort: 14 | Ref 14 | Will 13| Init +8 Move 30, CMB 4 ,CMD 17

Howdy


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

(>_>)

(<_<)

(^_^)


The party, after traveling for several hours, comes across a broken wagon. Not a farmer's wagon as before, but rather a garishly painted monster that is obviously from the wagon train you've been following. One of the wheels is obviously broken. You can tell that it was abandoned, because there is a perfectly good replacement wheel sticking out of the back.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny wriggles around on her horse seat. and looks to her friends.

"Here.. ye think we can be gettin' it fixed, like?" She asks seeming more out of curiosity than much else.

Dark Archive

Male Human Summoner lv1

"Maybe. Do you think it's safe? I mean, it's here, has a wheel, and otherwise looks in good shape."

Silver Crusade

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

"I am not much for physical work. Let me make some tea for everyone."


The wagon is indeed abandoned, and it seems it's owners left in a hurry. It isn't even emptied, but rather appears to have had some of it's contents emptied, and most left behind. Broken crates cover the floor of the wagon, and items are strewn about the interior.

Perception Checks to search, for anyone who'd like.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Perception:1d20 + 7 ⇒ (10) + 7 = 17

Is not trapped, like, is it?

Sunny looks about the forlorn item inquisitively.

Silver Crusade

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

Meg's night owl scouts the wagon.

night owl per: 1d20 + 10 ⇒ (16) + 10 = 26


Good rolls!

The party, checking thoroughly, find no traps.

Inside the wagon they do find the following:

6 Longswords
6 Short Swords
323 Gold Pieces
3 unidentified potions
53 days of trail rations
and boxes and boxes of various trade goods

Lastly, group finds lots of footprints, as if parts of the wagon were removed in a hurry.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

"Some one made a mess..." Suny opines as she peers at the floor prints scattered all about the place. Leaving the insides of the wagon for a moment Suny looks to see how the wheel might be put back on....


A simple DC 15 Craft check can do it, and if you fail, you can always take 20.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Nods*


Just gonna move us along, then.

The group takes a bit of the remaining goods, and heads on.

Anything in particular you want?

Dark Archive

Male Human Summoner lv1

Honestly not sure what to do with this at the moment.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Well.. not sure if we all have the skills and time to fix the wagon but it might make traveling a bit easier. Plus we could use it like a disguise. (^_^)


Feel free to leave it, if you so choose. It's obvious that the caravan left it behind in a hurry, so taking the time to fix it may only slow you down. Almost like they want you to not catch them, eh? ;P

Silver Crusade

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

Meg takes the potions, and quickly tests them in her cauldron.
alchemy to id: 1d20 + 14 ⇒ (1) + 14 = 151d20 + 14 ⇒ (7) + 14 = 211d20 + 14 ⇒ (12) + 14 = 26

"Let's take this stuff. It is valuable. We can move faster on foot and possibly catch up with the caravan. I will keep the potions till I figure out what they do."

Meg sends her owl ahead to scout.


The two identified are both potions of Cure Light Wounds, and I'll give you that the third is as well, because they are all identical. All brewed at 5th Level, however, so 1d8+5 instead of the usual 1d8+1.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

(>_>)

(<_<)

(^_^)

Wishin' every one all'a very bestest!

Silver Crusade

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

Meg packs up the potions and gets the group ready to leave.


The group sets back on their quest, only a few hours from the next town. You all make great time, and arrive at the next city, the last city before the Capitol, shortly before dusk.

At this point you all are only a couple of days from the Capitol city. Did you want to get a good night's sleep and start strong in the morning, or try to push through the night?

Dark Archive

Male Human Summoner lv1

"Let's find a place to rest tonight. Whatever happened on the road with that carriage might be lurking on the roads still."


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny nods and gladly/happily dismounts and begins helping folks set up camp for the night.


As you are close to the city, you can stay at an inn, unless you'd rather stay incognito a ways outside of town.


Well.. with an Inn, we can ask questions about who else has passed through...

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